Kitty Corp Meow Mix Forums

Super Smash Bros. Brawl Hacking => Stages => Topic started by: Rayved on August 28, 2013, 10:19:07 PM



Title: Mushroom Mix Custom Stage
Post by: Rayved on August 28, 2013, 10:19:07 PM
While I'm waiting for people to help me with my Nibelheim stage, I decided to start a new one. Here's some 3D built completely from scratch this time rather than another game rip.

(http://www.dlaurin.com/smashbrawl/mariorpg/pipehouse.jpg)
(http://www.dlaurin.com/smashbrawl/mariorpg/pipehouse2.jpg)


Title: Re: Mario's house from Mario RPG
Post by: Wingedkoopa67 on August 29, 2013, 06:25:09 AM
Amazing work! Looks just like the game.


Title: Re: Mario's house from Mario RPG
Post by: Peardian on August 30, 2013, 11:41:56 PM
Needless to say, I'm looking forward to this!

By the way, it looks like you missed the door handle. It's on (our) left side of the door in the middle plank. It blends in with the door bolt nail things. I mean, how else would they get inside?


Title: Re: Mario's house from Mario RPG
Post by: SonicBrawler on August 31, 2013, 07:07:28 AM
Needless to say, I'm looking forward to this!

By the way, it looks like you missed the door handle. It's on (our) left side of the door in the middle plank. It blends in with the door bolt nail things. I mean, how else would they get inside?

Maybe they just have telekinesis?

anyway, this is looking amazing.


Title: Re: Mario's house from Mario RPG
Post by: Renova on August 31, 2013, 09:26:24 AM
This looks great!


Title: Re: Mario's house from Mario RPG
Post by: SwingSet on August 31, 2013, 12:44:13 PM
This guy could remake Super Mario RPG if he wanted to!


Title: Re: Mario's house from Mario RPG
Post by: Rayved on August 31, 2013, 05:05:13 PM
Thank you all for the comments :P Remaking Mario Rpg would be an awesome project, but way too big for me alone lol

Post Merge: September 02, 2013, 03:28:59 PM
Here's an update of my stage:

(http://www.dlaurin.com/smashbrawl/mariorpg/mariostage.jpg)


Title: Re: Mario's house from Mario RPG
Post by: Wingedkoopa67 on September 02, 2013, 11:04:28 PM
Looks like a mash of SMB3 and SMB2 USA. This is definitely a stage I plan on playing alot!
Though, I hope the shadows aren't as sharp. It makes the stage feel dark and not as light hearted as a real Mario stage would be. Just my opinion though.


Title: Re: Mario's house from Mario RPG
Post by: Rayved on September 03, 2013, 06:27:14 AM
Oh that's cause it's not being rendered well, it's just a screenshot of the scene in Maya.


Title: Re: Mario's house from Mario RPG
Post by: Peardian on September 03, 2013, 02:53:40 PM
I can't say I expected that at all, but I am very much looking forward to it!


The one thing that always kinda disappoints me about how 2D platformers (particularly SMB3) handle terrain is that, while it looks fine in 2D, it is impossible to pull off in 3D looking the same without having awkward leaning  cliffs.  That said, I'm looking forward to seeing how you lay out the terrain.


Title: Re: Mario's house from Mario RPG
Post by: nerdbot on September 03, 2013, 03:07:49 PM
As a mild criticism, it looks kinda weird how the house is just sort of sitting on a cliff and the only way to leave it would be to fall to your death. Looking forward to the finished project!


Title: Re: Mario's house from Mario RPG
Post by: Rayved on September 03, 2013, 06:42:00 PM
Here's an update:

(http://www.dlaurin.com/smashbrawl/mariorpg/mariostage2.jpg)

Before I release this I need:

A tutorial for animating textures for the water.
A tutorial for the pipe to warp from one to another.

Someone please guide me to these while I tweak some stuff.


Title: Re: Mario's house from Mario RPG
Post by: Turb0k on September 03, 2013, 07:57:34 PM
Beautiful.


Title: Re: Mario's house from Mario RPG
Post by: LegacyWolf on September 05, 2013, 06:04:27 PM
I could assist. I know how to animate textures.

About that pipe transportation, it will have to be like Mewtwo2000's transporting pipes in his Mushroom Kingdom 64 stage, as that is as close to pipe transportation as we can get. as.


Title: Re: Mario's house from Mario RPG
Post by: Rayved on September 05, 2013, 06:34:43 PM
That's what I was going to study. Right now I'm going through a few problems. Stage freezing in game. Trying to figure out what's wrong for now.

Does anybody get their stage working straight away or is it normal to get problems like this?


Title: Re: Mario's house from Mario RPG
Post by: StupidMarioFan1 on September 05, 2013, 07:10:33 PM
Check the file size, different stages have different file sizes, so always make sure you don't go over board. Usually a file can't be twice it's original size, most of the time for stages and characters you can sqeeze in some memory, but always try to keep it as low as possible. ;)


Title: Re: Mario's house from Mario RPG
Post by: LegacyWolf on September 05, 2013, 08:56:14 PM
Stage freezing happens to me. A lot. So [censored] much.

You'll definitely want to look into that filesize. I also get plenty of freezes and errors when trying to manually build over certain stages. What stage is it over?

From the looks of the model, it is also possible that it has too many vertices, though Brawl has a high tolerance of high-poly stages. high.


Title: Re: Mario's house from Mario RPG
Post by: Rayved on September 05, 2013, 09:37:21 PM
Thank you for the tips. The problem was in the filesize. 7mb

The stage is now in testing, need to scale down the whole thing a bit and I have some problems with some textures with transparency.

What I need help with: Animating this texture for the waterfall.

(http://www.dlaurin.com/smashbrawl/mariorpg/diffuse3.jpg)

tga: www.dlaurin.com/smashbrawl/mariorpg/diffuse3.tga (http://www.dlaurin.com/smashbrawl/mariorpg/diffuse3.tga)

Can someone tell me how to scale down the whole stage and its collisions with it? I tried creating an animation and pasting the scale values in it but it doesn't seem to change anything in the game. I just need to know how step by step.

My animations for the moving clouds aren't working at all either. I think I,m missing an important point.


Title: Re: Mario's house from Mario RPG
Post by: LegacyWolf on September 06, 2013, 05:58:49 AM
To make a texture transparent, go to its material and under Blend Mode, set EnableBlend to true. Also, to be safe, use these setting under Alpha Function:

Ref0: 1
Comp0: GreaterOrEqual
Logic: And
Ref1: 255
Comp1: LessOrEqual

The texture could be animated via srt0. It's better to experiment with it, so try it out. It works similar to chr0.

For the scaling animation thing, you need to go to the collision data and select the collision object, then find the model's main bone that has been scaled, then highlight it and click the + button next to the Model box. The bone should show up in the Bone namebox and the model should show up in the Model namebox.

As for the cloud animations, they're just not working at all? Do they even seem to be moved?


Title: Re: Mario's house from Mario RPG
Post by: Rayved on September 06, 2013, 02:28:35 PM
I can't scale the stage at all, not just the collisions. It is scaled down in brawlbox via an animation (pasted in yellow) but it stays the same in the game.

As for the clouds, they appear in brawlbox and their animation is already made. They appear in the right place when I preview the whole scene in the collision editor. In the game, the clouds are invisible and the collisions stay in place.


Title: Re: Mario's house from Mario RPG
Post by: StupidMarioFan1 on September 06, 2013, 04:36:39 PM
Is the cloud texture semi-transparent? If so then that's probably it, the material is probably made to have just transparency which if the texture is semi-transparent the game will make it fully-transparent. There was a link to a zip folder that contained materials and shaders to get a character texture to be transparent somewhere but I don't remember where, but here's a link for the files that I just made: https://www.dropbox.com/s/ptc1yqmoiso9djd/Transparency%20Goods%20%5BUpdated%5D.zip, (https://www.dropbox.com/s/ptc1yqmoiso9djd/Transparency%20Goods%20%5BUpdated%5D.zip,)
There is one for a character texture to be transparent, one for a stage texture to be transparent because stages handle materials differently, one to make a character texture semi-transparent, one for a stage texture, one for a transparent metal for say a hair polygon on a character, and one for a semi-transparent metal. Sometimes BB would crash for the semi-transparent one for the character, but the stage one should work.


Title: Re: Mario's house from Mario RPG
Post by: Rayved on September 06, 2013, 09:50:01 PM
The clouds have no transparency at all. They share the same texture file as the plant and many other things that work just fine. It's more about them being different models.

I've succeeded in creating a texture animation. Still haven't tested if it works in-game though.

I scaled down the original model and am now redoing all collisions to fit the new size.


Title: Re: Mario's house from Mario RPG
Post by: Rayved on September 10, 2013, 02:56:00 PM
Well here's the first release with various bugs. Still waiting for help for whatever's not working right mentioned in my previous post. Enjoy!

http://forums.kc-mm.com/Gallery/BrawlView.php?Number=34166 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=34166)


Title: Re: Mario's house from Mario RPG
Post by: Tye2K on September 10, 2013, 03:10:14 PM
So...

*cries tears of joy and happiness*

Beautiful.

You could probably even make brand new SSE stages from scratch and make SSE even MORE exciting if you really wanted to. Great job.


Title: Re: Mario's house from Mario RPG
Post by: Rayved on September 10, 2013, 04:08:44 PM
I'm really glad you like it! I'll post here when updates are available.


Title: Re: Mario's house from Mario RPG
Post by: Turb0k on September 10, 2013, 04:48:16 PM
Im getting freezes. What stage is it over?


Title: Re: Mario's house from Mario RPG
Post by: Rayved on September 10, 2013, 05:26:57 PM
I built it over Online Training. Go here: http://www.lakora.us/rel/ (http://www.lakora.us/rel/)

Choose Online Training in the left column and Battlefield in the right one and click download to get the right Rel file.

I tested it over Frigate Orpheon and it works fine too.


EDIT: Sooo, to anyone who tried the stage, can you tell me how to fix the water texture?


Title: Re: Mario's house from Mario RPG
Post by: LegacyWolf on September 11, 2013, 08:37:27 PM
Rayved, now that I have the stage, I've already fixed it. I wanted to improve it a bit as well.


Title: Re: Mario's house from Mario RPG
Post by: andalsoandy on September 11, 2013, 10:13:30 PM
oh my lord

make this project m compatible and i will forever owe you

it's such a cool stage


Title: Re: Mario's house from Mario RPG
Post by: Rayved on September 11, 2013, 10:16:06 PM
Rayved, now that I have the stage, I've already fixed it. I wanted to improve it a bit as well.

Legacy, can you send me the file through email so I can update the link? I'll pm you my email.


Title: Re: Mushroom Mix Custom Stage
Post by: LegacyWolf on September 24, 2013, 08:44:02 PM
Hey, guys. As you know, I've mentioned a few changes to this stage, and to those who have already downloaded the stage, I think you'll appreciate this version a little more.

(http://www.dlaurin.com/smashbrawl/stages/mm5.jpg)

(http://www.dlaurin.com/smashbrawl/stages/mm4.jpg)

(http://www.dlaurin.com/smashbrawl/stages/mm6.jpg)

SSBB Hack - Rayved's Mushroom Mix v1.5 (http://www.youtube.com/watch?v=kkgDf0uSQXg#)

I've fixed a few things up, added a shadow system, fixed the waterfall, resized a few textures, made the screws show up, and the clouds are animated now. I even made a video to showcase it. To top it off, it doesn't freeze anymore! =o

Download's right here: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=34166 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=34166)

Have fun with it, guys.

Love, LegacyWolf


Title: Re: Mushroom Mix Custom Stage
Post by: Rayved on September 24, 2013, 11:55:47 PM
Bwahaha, you lost! :P


Title: Re: Mushroom Mix Custom Stage
Post by: Tye2K on September 25, 2013, 05:34:08 AM
I love you, Rayved. No homo though.

This is your FIRST hack for Brawl and you got in Popular Downloads (for that period of time, but still it's popular, right?).

That's how you know you're going to be a GREAT Brawl hacker.


Title: Re: Mushroom Mix Custom Stage
Post by: LegacyWolf on September 25, 2013, 07:54:18 AM
Bwahaha, you lost! :P

Nah, Mario won.

I love you, Rayved. No homo though.

This is your FIRST hack for Brawl and you got in Popular Downloads (for that period of time, but still it's popular, right?).

That's how you know you're going to be a GREAT Brawl hacker.

For real? I just want to be clear that making the top downloads means nothing. Make a [censored]ty Wii U recolor of a character and it's first on the top downloads within the day.

Yeah, it's a nice stage, and that's probably why it reached top downloads. It actually had potential. However, a good-quality hack depends on if people find marginal utility in it. Reaching the top downloads is simple demand.


Title: Re: Mushroom Mix Custom Stage
Post by: Rayved on September 25, 2013, 08:19:29 AM
I must agree with Wolf, but still, thanks for the praise :) I'll fix my Nibelheim stage and get it online. FF7, that should get some attention :P


Title: Re: Mushroom Mix Custom Stage
Post by: Segtendo on September 25, 2013, 10:58:35 AM
Very nice stage, and very nice touch-up, Legacy.

I honestly think the logs should be animated ala Super Mario Bros 2, but it's still and amazing stage for a newcomer.

EDIT: Wait. Read the Vault description.
"The barrels in the waterfall will move down.
The pipes will warp to each other. "

Never mind then. Continue on, as usual.


Title: Re: Mushroom Mix Custom Stage
Post by: Renova on September 27, 2013, 09:24:16 AM
Can I use the rel converter and put this over a different stage? I just need to know the base stage.


Title: Re: Mushroom Mix Custom Stage
Post by: Mr. AI | Sluigi123 on September 27, 2013, 09:44:28 AM
It's...over...Battlefield...Look at the beginning of the video.


Title: Re: Mushroom Mix Custom Stage
Post by: Renova on September 27, 2013, 10:55:11 AM
It's...over...Battlefield...Look at the beginning of the video.

It's over battlefield via a rel file. Battlefield isn't its base stage.


Title: Re: Mushroom Mix Custom Stage
Post by: Segtendo on September 27, 2013, 11:59:30 AM
It's Final Destination based.


Title: Re: Mushroom Mix Custom Stage
Post by: Rayved on September 29, 2013, 11:54:51 AM
It was online training based but Legacy might've changed it so I'm not sure anymore.


Title: Re: Mushroom Mix Custom Stage
Post by: Segtendo on September 29, 2013, 12:09:10 PM
Is it? Maybe that explains the trouble I have loading it. I used a FD based REL, but nothing happened.


Title: Re: Mushroom Mix Custom Stage
Post by: LegacyWolf on September 29, 2013, 08:42:28 PM
I'm trying to port it manually over Battlefield without the need of a .rel. The only reason I used a .rel is because porting it to Battlefield had [censored]ed up the shadow's direction and angle. I worked backwards, and I was stuck with this FD-based Mushroom Mix.


Title: Re: Mushroom Mix Custom Stage
Post by: Rayved on October 02, 2013, 04:00:22 PM
BlackJax has informed me that in the next release of brawlbox there will be an easy feature to export animation straight from Maya to Brawlbox. The next update will happen when I can use this nice new tool for the logs and possibly many other cool stuff to make the stage more alive. NPCs running around in the background and stuff.


Title: Re: Mushroom Mix Custom Stage
Post by: andalsoandy on October 02, 2013, 06:26:54 PM
Wait, does this stage work on P:M?


Title: Re: Mushroom Mix Custom Stage
Post by: Rayved on October 04, 2013, 04:05:35 PM
Wait, does this stage work on P:M?

on what?


Title: Re: Mushroom Mix Custom Stage
Post by: LegacyWolf on October 04, 2013, 06:11:39 PM
on what?

Project M. It should work.